Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Origin
Character Creation
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
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 Build
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 Build
Pts 0 / 0
Origin
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Origin
Origin
These are the origin details of your character. They make no mechanical differences to your character, however may impact how you roleplay your character.
Sheet Name
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Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Display Name
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Display Name
This is the name that is displayed when your character speaks.
Intro Name
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Intro Name
This is the name Display Name will change to when an Introduction call is made
Title
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Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
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Age
This represents how old the character is in years.
Gender
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Gender
The gender the character identifies as.
Background
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Background
This is the background story of your character. Add any details on the character's past here.
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Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Elemental Affinity
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Elemental Affinity
Characters that are able to cast spells have an elemental affinity that ties them to one of the five primary elements. Some techniques require an elemental affinity before they may be taken. Your chosen affinity grants weaknesses and resistances to certain elemental damage types.
Vitality
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Vitality
Whenever a character is reduced to zero HP, their HP restores to full and they lose one vitality. If the character has no vitality to lose, they instead gain the Downed status. A character that is reduced to zero HP while Downed will gain the Dying status and are under threat of death. Vitality is calculated as: 1
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Influences
Influences
Influences are the ideas, goals, and feelings of a character. These influences come through life in various ways from new relationships, opinions, and knowledge. Influence is used to help determine what kind of arguments will affect your character. An influence is usually written as a one line description of an idea or relationship the character has. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. Influences tend to fit into one of four categories: Traits: These are the personality traits of a character. They often define small but significant aspects of a character's personality. ("Is always the most level headed person in the room", "Quick to flirt with anyone attractive", "Duty before fun") Ideals: These are the beliefs and drives of a character. These are typically strong feelings the character maintains and will often change how a character reacts in a situation. ("No one can tell me what to do", "Traditions from my home must always be maintained") Bonds: These are the people a character has connections with. They are most often characters you care about but can also be represented by a group. ("My spouse", "My guildmates") Goals: These are the objectives the character wishes to fulfil. They are often concrete and related to a specific task in the near future. ("I must free the hostages", "I want to kill all the rats in the basement") Most characters will begin play with at least one Trait, Ideal, and Bond. A character can gain or lose influences as their story progresses. This is most often with goals as a character's goals change and fluctuate as they receive information, but is not limited to the other types.
Severity
All Influences are given a severity associated with them. This represents how much of an effect the specific influence has on the character. These severities are Low, Moderate, and High. When a character attempts a request check, their check is modified by any influences the target has that are relevant to the persuasion. An influence in support of the persuasion will add its severity as a bonus to the check. Likewise, an influence that is opposing to a persuasion with add its severity as a penalty. Only the most supportive influence and most opposing influence may affect any one persuasion roll.
Low
A low severity influence is usually notable in the short term and not important to who that character is. These influences can be long term goals but are also often fleeting desires from the moment they are formed. These influences grant 1 advantage or disadvantage on social checks that leverage the influence. They also add or remove 1d6 to an associated request check.
Moderate
A moderate severity influence are typically formed long term and have a hold on the character's convictions and desires. These influences can sway decisions even when tangentially related to a situation. Moderate influences often dicate how the character lives their daily lives. These influences can usually be leveraged to persuade a character to work outside of their self interest and stick their neck out for a greater cause. These influences grant 2 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+5 to an associated request check.
High
High severity influences are the most important beliefs, relationships, and goals of a character. These define who they are as a person, often guiding their behavior in all aspects of their lives. They can persuade a character to take great action that may even alter their own lives. These influences grant 3 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+10 to an associated request check.
Type
Severity
Description
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. Here you can set your character's level. You may also spend any advancement points gained from increasing your character level on additional build points for jobs, skills, or techniques.
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
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Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 15th Level it increases to 3. At 30th Level it increases to 4. At 50th Level it increases to 5.
Advancement
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Advancement
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement is calculated as: [Character Level]
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Job Points
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Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
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Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Technique Points
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Technique Points
You can spend advancement points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
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Training Points
Training points are gained through training. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain PP, you gain one Training Point.
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Knowledge Points
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Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Technique Points
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Technique Points
You can spend training points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 training points to gain 1 technique point.
cost: 1 training point
Techniques
Knowledge
Training
Exit
Finish
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Training
Training
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Training
Character Creation
Training
Characters can spend time learning new skills in their own free time. In this page you can track your progress learning and potentially gain ranks in knowledge or learn new techniques.
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 Build
Pts 0 / 0
Training
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Conversion
Conversion
PP is used to gain Training Points for your character. You can convert PP into Training Points by using the convert to TP button below.
Progression
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Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 TP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Convert To TP
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
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Training Points
Training points are gained through training. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain PP, you gain one Training Point.
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Knowledge Points
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Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Technique Points
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Technique Points
You can spend training points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 training points to gain 1 technique point.
cost: 1 training point
Techniques
Knowledge
Training
Exit
Finish
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Knowledge
Training
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Knowledge
Character Creation
Knowledge
Knowledge represents information a character knows on a subject. Knowledge can be divided into two categories, languages and lore. Languages are divided by the locations of the world where they are used. Learning a language allows one to speak, read, and write the language. Lore is knowledge of a single broad topic. Whenever you use the Recall Knowledge technique, you will roll with the modifier of an appropriate lore knowledge for the subject you wish to recall knowledge for. When you make a lore check your modifier is equal to your lore's rank + your Character Rank. Lore is divided into categories based on the context of their usage. Each category has a General knowledge that can be trained. Normally, you cannot make a lore check without having an associated lore, however having the general knowledge of the subject will allow it. When making a general lore check, your modifier is equal to your Character Rank. On this page you can see the number of knowledge points you have available to spend on the left column. Each time you spend a knowledge point you may raise the rank of any lore or learn a language. To raise the rank of a lore, you may change the value of a lore with its dropdown. To learn a language you must check the language off on the checkbox. You gain a number of skill points equal to 6 + your Character Rank. You may choose to gain additional knowledge points by spending training points through training on level up.
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 Build
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Language
Walthair Languages
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Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
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Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
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Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
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Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
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Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
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Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
Aridsha Languages
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Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
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Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
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Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
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Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
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Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
Khem Languages
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Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
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Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
Colswei Languages
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Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
Ceres Languages
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Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
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Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
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Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
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Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
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Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
Special Languages
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Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
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Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
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Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
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Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
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Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Lore
Academics Lore
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General Academics
Academics
Academics This represents general education for academic study for the purposes of functioning in modern society. If trained, Academics is calculated as: [Recall] + [Character Rank]
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Health
Health
Academics This covers the study of human physiology and health. If trained, Health is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Mana
Mana
Academics The study of ki, ether, and magic. If trained, Mana is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Mathematics
Mathematics
Academics Mathematics knowledge represents an understanding of math and calculations. If trained, Mathematics is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Nature
Nature
Academics Nature knowledge grants an understanding of various types of plant life and their uses. If trained, Nature is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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School
School
Academics This knowledge represents information related to schools, famous educators, and forms of education used in the lands. If trained, School is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Spirit
Spirit
Academics Spirit knowledge represents an understanding of how spirits behave, their various forms, their interactions with magic and ether, and their abilities to manifest into the material plane. If trained, Spirit is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Warfare
Warfare
Academics Warfare knowledge covers various tactics used in war and the management of an army. If trained, Warfare is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Zoology
Zoology
Academics This knowledge represents physiological knowledge of living creatures of the world. If trained, Zoology is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Profession Lore
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General Profession
Profession
Profession Profession is the general knowledge of any kind of job, what they do, and how it is performed. If trained, Profession is calculated as: [Recall] + [Character Rank]
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Arboriculture
Arboriculture
Profession Arboriculture is the knowledge of trees, shrubs, and their care, maintenance, and gathering. If trained, Arboriculture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Farming
Farming
Profession Farming knowledge covers all aspects of growing and nurturing plantlife in order to provide food If trained, Farming is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Fishing
Fishing
Profession Fishing knowledge covers all aspects of fishing. If trained, Fishing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Hunting
Hunting
Profession Hunting knowledge imparts wisdom related to tracking, catching, and killing various creatures. If trained, Hunting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Legal
Legal
Profession Legal knowledge imparts a knowledge of general laws common amongst civilizations and the penalties that may be gained from disobeying them. If trained, Legal is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Mercantile
Mercantile
Profession Mercantile knowledge grants wisdom related to the buying and selling of goods. If trained, Mercantile is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Mining
Mining
Profession Mining knowledge represents information related to breaking apart rock for material. If trained, Mining is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Craftmanship Lore
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General Craftmanship
Craftmanship
Craftmanship The knowledge of creating items through manipulation of substances and materials. A knowledge check here will help one identify techniques used to create an object but not necessarily how to recreate it. If trained, Craftmanship is calculated as: [Recall] + [Character Rank]
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Alchemy
Alchemy
Craftmanship Alchemy is the science of substances and how they can change. When working with chemicals and material that on their own should not be consumed, Alchemy will typically apply. Alchemy is typically used in the creation of drugs and substances. If trained, Alchemy is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Architecture
Architecture
Craftmanship This knowledge represents a general knowledge about building design, general points of entry, and potential weaknesses. If trained, Architecture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Brewing
Brewing
Craftmanship Brewing is the skill that governs any kind of skill the requires the mixing of ingredients into a drink or broth. If trained, Brewing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Cooking
Cooking
Craftmanship Food is important for survival, so making it enjoyable is a craft of great appreciation. Cooking knowledge gives you the knowledge of different cooking techniques to create meals. If trained, Cooking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Engineering
Engineering
Craftmanship Engineering knowledge represents an understanding of mechanisms and systems to build complex structures and items. If trained, Engineering is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Glassblowing
Glassblowing
Craftmanship When working with and shaping glass, the skill of glassblowing is required. If trained, Glassblowing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Leatherworking
Leatherworking
Craftmanship Leatherworking entails any skills related to skinning and using animal skins for clothing, and items. If trained, Leatherworking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Sculpting
Sculpting
Craftmanship Sculpting allows one to use soft material like clay and shape it into a desired form. If trained, Sculpting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Smithing
Smithing
Craftmanship Smithing is the skill that allows you to shape various materials, usually metal, into tools of combat or other larger metalic items. If trained, Smithing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Weaving
Weaving
Craftmanship Weaving is the skill for putting together and shaping fabrics and cloths into useful material and objects. If trained, Weaving is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Geography Lore
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General Geography
Geography
Geography Geography represents general knowledge of terrains and locations within an area. If trained, Geography is calculated as: [Recall] + [Character Rank]
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Aridsha
Aridsha
Geography This check represents geographical knowledge of Juno and the Aridsha desert region to the west. If trained, Aridsha is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Ceres
Ceres
Geography This check represents geographical knowledge of Capitol City and the Ceres plains to the north. If trained, Ceres is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Colswei
Colswei
Geography This check represents geographical knowledge of Liber and the frozen lands of the Colswei in the south. If trained, Colswei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Khem
Khem
Geography This check represents geographical knowledge of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Novus
Novus
Geography This check represents geographical knowledge of Novus and the Blessed Lands beyond the ocean. If trained, Novus is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Walthair
Walthair
Geography This check represents geographical knowledge of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Wayling
Wayling
Geography This check represents geographical knowledge of the central grasslands and marsh of Wayling. If trained, Wayling is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Ethereal Plane
Ethereal Plane
Geography Ethereal Plane knowledge represents known methods of entering the plane, its dangers, qualities, and points of interest within the plane. If trained, Ethereal Plane is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
History Lore
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General History
History
History History knowledges represent known history of civilizations and any legends that may exist. If trained, History is calculated as: [Recall] + [Character Rank]
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Aridsha History
Aridsha History
History This check represents history of Juno and the Aridsha desert region to the west. If trained, Aridsha History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Ceres History
Ceres History
History This check represents history of Capitol City and the Ceres plains to the north. If trained, Ceres History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Colswei History
Colswei History
History This check represents history of Liber and the frozen lands of the Colswei in the south. If trained, Colswei History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Khem History
Khem History
History This check represents history of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Novus History
Novus History
History This check represents history of Novus and the Blessed Lands beyond the ocean. If trained, Novus History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Walthair History
Walthair History
History This check represents history of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Wayling History
Wayling History
History This check represents history of the central grasslands and marsh of Wayling. If trained, Wayling History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Culture Lore
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General Culture
Culture
Culture Culture knowledge represents information on societal customs, art, and entertainment options. If trained, Culture is calculated as: [Recall] + [Character Rank]
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Art
Art
Culture Art knowledge details information on the world of art and the artists behind famous works of art. If trained, Art is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Etiquette
Etiquette
Culture Etiquette knowledge represents your study of social customs within specific cultures and societies and will help you avoid embarrassing yourself or causing insult. If trained, Etiquette is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Fashion
Fashion
Culture Fashion knowledge focuses on keeping up with clothing and physical beatuy products. If trained, Fashion is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Games
Games
Culture Games knowledge covers general understanding of how many games are played whether they are reliant on cards, dice, or other kinds of chance. If trained, Games is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Music
Music
Culture Music knowledge represents general understanding of sheet music, famous songs and the artists behind them, and an understanding of the industry. If trained, Music is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Scribing
Scribing
Culture Scribing knowledge represents an understanding of how to communicate with the written word and techniques used to write. If trained, Scribing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Theater
Theater
Culture Theater knowledge is the knowledge of the stage, techniques to tell a story, and famous plays. If trained, Theater is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Religion Lore
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General Religion
Religion
Religion Religion knowledge represent known tenets, famous people and creatures of the religion, and information about legends, beliefs, and organizations. If trained, Religion is calculated as: [Recall] + [Character Rank]
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Church of Kongkwei
Church of Kongkwei
Religion The Church of Kongkwei is tied to the creation of the Kingdom of Apollo. It follows the fire god Guong Kongkwei and attempts to follow their goals of expansion and control. If trained, Church of Kongkwei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Guidance
Guidance
Religion The Guidance is one of the oldest religions in the world of Wuxing. They seek to give its people advice in times of hardship through the divinations of spirits. If trained, Guidance is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Life's Circle
Life's Circle
Religion The Life's Circle is the religion of the Novae. It follows the cycle of life and helps determine a person's role in society through reincarnation and destiny. If trained, Life's Circle is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Ocean Court
Ocean Court
Religion The Ocean Court follows the Ocean Queen, Minerra, and her court of gods that ensure her commandments are followed. Those that revere her and her court do so for her protection and luck whether its in her domain at sea or deep in the lands. If trained, Ocean Court is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Sylvan
Sylvan
Religion The Sylvans are a group of powerful spirits that hold dominion over territories across the world. They are creatures of whimsy and chaos, the cause of weather patterns and together, the changing of the seasons. If trained, Sylvan is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Zushaon
Zushaon
Religion Many Ceresians follow Zushaon, a tradition of ancestor worship. The religion seeks to offer reverence for those that came before and a desire to find ones own place in the world. If trained, Zushaon is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Advancement
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Advancement
Character Creation
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience.
⟩⟩
 Build
Pts 0 / 0
Advancement
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Conversion
Conversion
Experience Points are used to grant levels to your character. You can convert experience points (XP) into levels by using the convert to levels button below.
Experience
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Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 30
To Level: 30
Convert To Levels
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
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Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 15th Level it increases to 3. At 30th Level it increases to 4. At 50th Level it increases to 5.
Advancement
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Advancement
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement is calculated as: [Character Level]
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Job Points
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Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
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Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Technique Points
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Technique Points
You can spend advancement points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Jobs
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Jobs
Character Creation
Jobs
Jobs are a unique type of Style which broadly represents a character's role. A job will always grant bonuses to a character's combat or social stats, defenses, and special techniques to determine how the character acts in a conflict. When entering a conflict, only one job may be set at a time. On this page, you can see the number of job points you have available to spend on the left column. Each time you spend a job point you may gain a rank in one job. A job's maximum rank is equal to your Character Rank. Gaining a rank in a job often grants new techniques to use when a job's techniques are active. You gain a number of job points equal to your Character Rank. You may choose to gain additional job points by spending advancement points on level up.
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 Build
Pts 0 / 0
Vanguards
Warrior
Description
The art of war is about being the one that survives to the end and the warrior is the embodiment of this. Armed with methods to self sustain and heal, the warrior is a well spring of sustained combat. The warrior is made to be very self sufficient, however it excels most when it can be provided healing. A teammate that can heal the Warrior without spending its resources will see the Warrior staying more effective. Warriors like having a high Body attribute as it increases their HP stat. The Warrior doesn't want for any particular skills however Might will allow it to use its Body attribute to attack as well.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Warrior Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Warrior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Armor increases by 2
Heal Value increases by 10 + [Character Rank x 2]
Fortitude increases by 4 + [Character Rank]
Wild Swing
Reaction ; 1/Round
No Check; One target
Trigger: You deal damage using a melee attack.
You strain your body with your impact, harming both you and your opponent.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Weapon damage
1d6 Weapon damage
Tier 2 Techniques
Second Wind
Swift ; 1/Round
No Check; Self
You take a breath and refocus your senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank x 2] Hit Points
Shrug It Off
Reaction ; 1/Round; 2 EN
No Check
Trigger: You take HP damage.
Even when facing adversity you find your resolve to persevere.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal [Heal Value] + [Character Rank] Hit Points
Warrior's Blockade
Quick ; 1/Round
No Check; Range: 1; One target
Requirements: The target must be engaged with you.
It is never easy to get away from you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's move charge is set to 0.
You gain 1 EN
Tier 3 Techniques
Fast Healing
Reaction ; 1/Round
No Check
Trigger: You have HP damage and receive HP healing.
There's nothing more invigorating than healing.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
Target gains 1 EN
Undaunted
Swift ; 1/Round; 3 EN; 1 Boon
No Check
You ignore the effects of a wound for a short duration, allowing you to persevere in battle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Guardian
Description
Ever on the lookout for their allies, the guardian is a protector and wall. The guardian excels at defense and will throw themselves into the line of danger whenever and wherever their allies are threatened. The guardian's abilities allow it to move across the battlefield to protect allies and take attacks, but its range is often short. The guardian can find itself struggling against ranged attackers so having some way to deal with those is usually helpful for the guardian. Guardians appreciate both a high Body and Precision attribute as the former will raise its HP and some of its techniques require the latter. The guardian will do well with training in the Skirmish skill as its techniques key off of it.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Guardian Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Guardian
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + [Character Rank x 5]
Power is set to 3 + [Character Rank x 2]
Brace increases by 5 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Armor increases by 4
Notice increases by 2 + [Character Rank]
Savior
Reaction ; 1/Round
No Check; Range: 1; One target
Trigger: A character in range is targeted by a melee attack.
You put yourself in harm's way and redirect an attack to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and the triggering defending character free move to each other's spaces and take the attack instead. The defending character may choose to be pushed up to 2 spaces in any direction instead of trading places.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
After the attack completes and if the triggering defending character is adjacent to you, you may trade places with the triggering defending character.
Definitions: Free Move
Free Move
This is a normal move action however it does not allow you to become Engaged until you finish moving.
Tier 2 Techniques
Savior's Retaliation
Reaction ; 1/Round; 1 EN
Skirmish; Range: 1; One target
Trigger: You use the Savior technique.
You retaliate at the aggressor with a swing of your own.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Power] + 3 Weapon damage
vs. Combat Defense
vs. Combat Defense
Your skill check must meet or exceed the target's Defense value listed. Combat Defense is a character's ability to use all their defenses available to defend themselves in combat. This defense is equal to the highest defense between a character's Brace, Disruption, and Reflex defenses.
2d6 Weapon damage
Guardian's Blockade
Quick ; 1/Round
No Check; Range: 1; One target
Requirements: The target must be engaged with you.
It is never easy to get away from you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's move charge is set to 0.
You gain 1 EN
Tier 3 Techniques
Distant Savior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of your Savior Technique increases to 1-3.
Intercepting Dash
Reaction ; 1/Round
No Check; Range: 1-3; One target
Trigger: A character moves within the range of this technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You are pulled up to 2 spaces towards the triggering character. You then engage with characters adjacent to you at the end of your movement.
Target gains 1 EN
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Physicalward
Reaction ; 1/Round; 2 EN; 1 Boon
No Check
Trigger: You are the target of an Attack technique but before damage is resolved.
You brace yourself for the incoming attack, becoming energized for future volleys.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Force damage
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Piercing damage
Operators
Sniper
Description
The sniper is a damage focused job that protects itself by keeping its distance. It is known for its accuracy, even allowing it to see through soft cover allowing it to counter those who may try to hide in mist or fog on a battlefield. A Sniper benefits from using techniques from a long range. Styles that allow a sniper to maintain distance are to its benefit. While distance will allow a Sniper some amount of protection, having ways to maintain cover or create it are always beneficial to a Sniper. Snipers like to have a high Precision attribute to allow it to use its Shoot-based techniques accurately. Likewise, a Sniper benefits from having training in the Shoot skill.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Sniper Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Sniper
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Disruption increases by 5 + [Character Rank]
Guile increases by 4 + [Character Rank]
Move Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Veilbreak Sight
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You receive no penalties when attacking through Soft Cover and you may target creatures using Soft Cover to remain Hidden.
Tier 2 Techniques
Longshot
Swift ; 1/Round; 1 EN
No Check
You focus your aim for a distant shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You may increase the maximum range of the next Shoot-skill Technique you use by 4.
Pinpoint
Swift ; 1/Round; 1 EN
No Check
You focus your aim for a precise shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next Shoot-skill Technique you use has Armor-Piercing.
Sniper's Aim
Quick ; 1/Round
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next attack you make this turn gains +1 Advantage.
You gain 1 EN
Tier 3 Techniques
Distant Energy
Reaction ; 1/Round
No Check; Range: 2-10; One target
Trigger: You use an Attack Technique at its maximum range.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] damage
Target gains 1 EN
Deadeye Shot
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 5-10; One target
Item Traits:
Requirements: You must not be Engaged
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's Defense value listed. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 Weapon damage
Kineticist
Description
The kineticist is a highly mobile caster that expertly throws objects and magic. By attacking, the kineticist stores excess ki into their body to release it into a burst of movement. When building a kineticist, try to focus on techniques that will allow them to attack from a short distance or benefit from movement. The kineticist lacks ways to protect themselves so any defensive techniques are likely to help a kineticist. Kineticists tend to benefit from a high Precision attribute. Throw is always helpful to train as it allows a Kineticist to make full use of their abilities.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Kineticist Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Kineticist
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Disruption increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Move Speed increases by 2
Notice increases by [Precision] + [Character Rank]
Fortitude increases by 2 + [Character Rank]
Kinetic Motion
Reaction
No Check
Trigger: You deal damage to a character.
You build ki with your attacks to rapidly move.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 Move Charge.
Rapid Redraw
Reaction
No Check
Trigger: You throw a light item.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may immediately draw a light weapon that is on your person.
Tier 2 Techniques
Follow-Up Throw
Reaction
Throw; Range: 2-3; One target
Trigger: An ally makes an Attack on a character.
Item Traits: Light
Light
Item Trait A light item is 10 lbs or less and can easily be moved with one hand.
You infuse a weapon with ki then chuck it at a distracted foe.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Weapon damage
vs. Combat Defense
vs. Combat Defense
Your skill check must meet or exceed the target's Defense value listed. Combat Defense is a character's ability to use all their defenses available to defend themselves in combat. This defense is equal to the highest defense between a character's Brace, Disruption, and Reflex defenses.
1d6 Weapon damage
Kinetic Step
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may move a number of squares equal to your Move Charge. If you choose to move, you then lose all your Move Charge.
Kineticist's Aim
Quick ; 1/Round
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next attack you make this turn gains +1 Advantage.
You gain 1 EN
Tier 3 Techniques
Kinetic Rush
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may move a number of squares equal to your Move Charge. If you choose to move, you then lose all your Move Charge.
Target gains 1 EN
Retaliatory Burst
Reaction ; 1/Round
Throw; Burst 3
Trigger: You gain the Engaged status.
You release a burst of ki around you as an enemy approaches.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Character Rank] Force damage
Athletes
Rogue
Description
The rogue is an expert at exploiting distractions and disappearing quickly. Their abilities allow them to strike hard then disappear into hiding again. While the rogue can hide in cover more easily than most, they lack a method to reliably create cover. They pair well with techniques and teammates that can create that cover for them. Rogues, like all athletes, prefer having a high Quickness to gain a lot of movement. Many rogues will find training in Sneak and Finesse skills will be advantageous to their job but aren't necessary to succeed.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Rogue Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Rogue
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 5]
Power is set to 3 + [Character Rank x 2]
Disruption increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 4 + [Character Rank]
Move Speed increases by [Quickness]
Evasion increases by 4 + [Character Rank]
Hide increases by 5 + [Character Rank]
Sneak Attack
Swift ; 1/Round
No Check; Range: 1; One target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
You know how to strike subtly and exploit a foe’s distraction.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + [Character Rank] Weapon damage
Tier 2 Techniques
Disengage
Reaction ; 1/Round
No Check
Trigger: You become engaged to a character.
It's difficult to keep you locked down.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Engaged Status
You may immediately move a number of spaces up to your Move Speed.
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Cover
Reaction ; 1/Round
No Check
Requirements: You enter a space where you can hide.
You find it exceptionally easy to hide.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Target loses the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, forcing saves, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Rogue's Dash
Quick ; 1/Round
No Check; Self
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You roll your Move Potency die to gain Move Charge.
You gain 1 EN
Brawler's Dash
Quick ; 1/Round
No Check; Self
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You roll your Move Potency die to gain Move Charge.
You gain 1 EN
Tier 3 Techniques
Slip Past
Reaction ; 1/Round
No Check
Trigger: You lose the Engaged status.
Nothing more exhilerating than pulling off a quick maneuver.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, your movement does not cause you to gain the Engaged status.
Target gains 1 EN
Assassinate
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; One target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
4d6 + 3 Weapon damage
Brawler
Description
The brawler is a fistfighter keen on getting into the fight. They specialize at weakening foes so that they can setup combos for themselves and others - both on their own turns and on their allies' by setting up flanking opportunities. A brawler can reliably inflict its targets with the Hindered status. As such, the brawler pairs well with any techniques that allow the brawler or its teammates to take advantage of the Hindered status. A brawler appreciates both a high Body and Quickness attribute. The former as the Grappling skill keys off of it while Quickness will grant the brawler a lot of move speed. Grappling is a very useful skill for the Brawler as its main techniques require it.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Brawler Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Brawler
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Disruption increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 4 + [Character Rank]
Move Speed increases by [Quickness]
Heal Value increases by 5 + [Character Rank x 5]
Bullet Punch
Swift ; 1/Round
Grappling; Range: 1; One target
You make a quick jab.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's Defense value listed. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Tier 2 Techniques
Follow-Up Strike
Reaction ; 1/Turn
Grappling; Range: 1; One target
Trigger: An ally uses an Attack on a target and you are also engaged with that target.
You take advantage of a momentary distraction to swing at the foe's flank.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's Defense value listed. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Force damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Dodge
Reaction ; 1/Round
No Check
Trigger: You take HP damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Halve the damage taken.
Tier 3 Techniques
Follow-Up Step
Reaction ; 1/Round
No Check
Trigger: You inflict the Hindered Condition.
You maneuver into a new position.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may move 1 square.
Target gains 1 EN
Reactive Reposition
Reaction ; 1/Round; 2 EN
Grappling; Range: 1; One target
Trigger: You become Engaged with a character.
Your quick maneuers will find your foes in your position.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's Defense value listed. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
You and the target swap places. After the swap, you may move up to 3 squares.
Waymakers
Medic
Description
The medic is a medical practitioner and expert healer. They provide action efficient healing with Medkits and can remove conditions easily. While the medic can heal with its own techniques, it lacks any kind of range with its skills. Longer range healing or methods to increase their movement can help with this constraint. Medics benefit from having training in the Heal skill as they can provide extra effects with this skill. As such, the Intuition attribute can help bolster their Heal checks.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Medic Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Medic
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by [Conviction x 3] + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Disruption increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Scrutiny increases by 2 + [Character Rank]
Fortitude increases by 4 + [Character Rank]
First Aid
Swift ; 1/Round
Heal; Range: 1; One target
Requirements: You must have access to a Medkit.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
Tier 2 Techniques
Emergency Care
Reaction ; 1/Round; 2 EN
No Check; Range: 1; One target
Trigger: A character takes damage.
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Rapid Treatment
Swift ; 1/Round; 1 EN
Heal; Range: 1; One Target
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Medic's Focus
Quick ; 2/Round
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Tier 3 Techniques
Medic's Expertise
Reaction
No Check; Range: 1-3; One target
Trigger: You provide HP healing with a technique and the target had HP damage.
Requirements: The target must be the creature you heal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
You gain 1 EN
Benediction
Quick ; 1/Round; 5 EN; 1 Boon
No Check; Range: 1; One target
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 0 + [Accuracy] Hit Points
Target loses all conditions of your choice
Strategists
Scholar
Description
A scholar is an expert in information and rational thinking. Their expertise gives them innate advantages when recalling facts. With this knowledge, scholars can use it to back their own arguments. They benefit from techniques that allow them to use the rationalize skill to help convince others of their opinions. Having many Lore Knowledges is always helpful to a scholar. Rationalize is an important skill for scholars that want to use their knowledge in social conflict. Because of these skills, scholars tend to benefit from a high reason attribute.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Scholar Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Scholar
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 5]
Charisma is set to 3 + [Character Rank]
Recall is set to 3 + [Character Rank]
Disruption increases by 4 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by 2 + [Reason] + [Character Rank]
Factual Reasoning
Quick
No Check
You easily back your claims with evidence and research.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Choose a non-General lore that you have ranks in.
Until the end of the conflict, You have +1 advantage on all Rationalize-skill Technique skill checks as long as you can incorporate this lore as part of your use of the technique. It is up to your GM whether you have successfully incorporated a statement.
Each time you use this Technique you may select a new lore. This replaces the previous use of the Technique.
Tier 2 Techniques
Eclectic Knowledge
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You have +1 advantage on all Lore Skill checks.
Swift Rebuttal
Reaction ; 1/Round; 1 EN
Rationalize; Range: 1-5; One target
Trigger: A character uses a Deception-skill Technique and succeeds on their check.
Requirements: The target must be the triggering character.
Your quick rebuttal shuts down their attempts at deception.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target instead fails their skill check. Any effects of the technique reliant on passing the skill check fail.
Scholar's Counsel
Quick ; 1/Round
No Check; Range: 1; One target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next skill check the target makes this round gains +1 Advantage.
You gain 1 EN
Tier 3 Techniques
Energized Teacher
Reaction ; 1/Round
No Check
Trigger: When you've successfully taken advantage of Factual Reasoning to gain its effects.
Your ability to weave in your expertise into conversation is exciting.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
As You May Recall
Reaction ; 1/Day; 1 Boon
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You declare a flashback scene. The scene cannot be more than 1 minute long and having happened no more than a day's time. The scene may show you having prepared for an outcome. This may come in the form of having purchased/acquired a necessary item or having gathered information related to the present.
This flashback must be possible in accordance to established events. The GM may declare you need to perform a skill check to have the scene occur. The GM is the final arbiter of whether a flashback can be established and what the consequences are.
Tactician
Description
Tacticians are masters of controlling a battlefield. Their techniques emphasize positioning and allow them to move their allies and grant them bonus actions. A tactician's techniques require them to be close to their allies with a slight lean towards being in melee so anything to help defend them in this position is helpful. A tactician benefits from training in the Analyze skill as some of its techniques require it to unlock their full potential. As such, tacticians also appreciate a high Reason attribute to bolster their skill to the fullest.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Tactician Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Tactician
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by [Character Rank x 5]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Disruption increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Move Speed increases by 1
Planned Movement
Reaction ; 1/Round
No Check; Range: 1; One target
Trigger: A character starts their turn or ends their movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The character may Dash once as a swift action.
Ready For Action
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If you start a conflict with 0 EN, start with 1 EN instead.
Tier 2 Techniques
Saw That Coming
Reaction
Analyze
Trigger: When initiative is rolled and you are surprised.
It's difficult to surprise you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may participate during the surprise round.
Emergency Positions
Reaction ; 1/Round; 2 EN
No Check; Range: 1-3; One target
Trigger: You become Engaged with a character.
Requirements: The target must be a willing character.
You disengage from combat
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You move up to 3 squares.
Target rolls their Move Potency die to gain Move Charge.
The target may move a number of squares equal to their Move Charge. If they choose to move, they then lose all their Move Charge.
Commanding Action
Quick ; 1/Round
Analyze; Range: 1-3; One Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target rolls their Move Potency die to gain Move Charge.
The target may move a number of squares equal to their Move Charge. If they choose to move, they then lose all their Move Charge.
You allow another character to use a Quick-action Technique.
Tactician's Counsel
Quick ; 1/Round
No Check; Range: 1; One target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next skill check the target makes this round gains +1 Advantage.
You gain 1 EN
Tier 3 Techniques
Energized Dash
Reaction ; 1/Round
No Check
Trigger: You use a technique that grants another character a Dash.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You free move up to 3 squares.
You gain 1 EN
Definitions: Free Move
Free Move
This is a normal move action however it does not allow you to become Engaged until you finish moving.
Tactical Action
Swift ; 1/Round
No Check; Range: 1-3; One Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
Advocates
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Skills
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Skills
Character Creation
Skills
Skills represent a broad application of techniques and ability. Anytime you do anything complex in Wuxing you will be making a skill check to determine your success. In addition, most techniques will require the use of a skill to function. Skills are all tied to one of the six attributes. As a base, a skill modifier is equal to its associated attribute. When you are trained in a skill your modifier increases by 2 + your Character Rank. On this page you can see the number of skill points you have available to spend on the left column. Each time you spend a skill point you may become trained in one skill. To train a skill you must check the skill off on the checkbox. You begin play with 3 skill points and gain an additional 2 at 2nd, 3rd, and 4th level. You gain an additional skill point whenever you increase in Character Rank. You may choose to gain additional skill points by spending advancement points on level up.
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 Build
Pts 0 / 0
Active Skills
Fight
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Finesse (QCK)
Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Grappling (BOD)
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
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Might (BOD)
Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
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Shoot (PRC)
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Skirmish (PRC)
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Throw (PRC)
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Precision] If trained, add 2 + [Character Rank]
Cast
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Channel (CNV)
Channel
Cast Channel is an active skill for maintaining concentration on maintaining volatile ether. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Enchant (BOD)
Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Body] If trained, add 2 + [Character Rank]
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Heal (INT)
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Shape (RSN)
Shape
Cast Shape is an active skill used to shape dust or other material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Warding (QCK)
Warding
Cast Warding is an active skill for creating defensive magical effects that manipulate ether directly. Warding is calculated as: [Quickness] If trained, add 2 + [Character Rank]
Athletics
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Agility (QCK)
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Endurance (BOD)
Endurance
Athletics Endurance is an active skill used when an activity requires sustained effort such as climbing, swimming, or flying. It is also often used when a task has been performed for a long time such as long distance running or when lifting or dragging for a prolonged time. Endurance is calculated as: [Body] If trained, add 2 + [Character Rank]
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Physique (BOD)
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
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Sneak (PRC)
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
Social Skills
Persuade
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Charm (INT)
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used for persuasion when appealing emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Inspire (CNV)
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Rationalize (RSN)
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
Cunning
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Deception (CNV)
Deception
Cunning Deception is a social skill used to tell convincing lies and hide information. Deception can encompass everything from misleading others through ambiguity to telling outright lies. Deception is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Demoralize (CNV)
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Empathy (INT)
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Technical Skills
Craft
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Alchemy (RSN)
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Build (RSN)
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Cook (INT)
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Device
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Palming (QCK)
Palming
Device Palming is a technical skill that represents skill with ones' own hands. It is used for any kind of hand tricks most often to conceal items and objects quickly and discretely. Palming is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Pilot (QCK)
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Tinker (PRC)
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
Scan
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Analyze (RSN)
Analyze
Scan Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Resonance (CNV)
Resonance
Scan Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Search (INT)
Search
Scan Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Attributes
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Attributes
Character Creation
Attributes
Attributes are the inherent characteristics of your character. Characters have a numerical rating for each attribute, which determines the modifier they grant to skills and affect their derived stats. Attributes range from a +3 bonus to a -1 penalty. Whenever you raise an attribute to a rank you spend an equal number of attribute points. By reducing an attribute below 0, you gain an equal number of attribute points. At most, a character can have one attribute at a -1 penalty. You gain a number of attribute points equal to 6 + your Character Rank.
⟩⟩
 Build
Pts 0 / 0
Attributes
Body
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Body
Attribute
Affected Stats
Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Body]Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Body]Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 15 + [Character Rank x 15] + + [Body]Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Character Rank] + [Body x 2]Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 50 + [Body x 10]
Precision
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Precision
Attribute
Affected Stats
Disruption
Combat Defense Disruption defense represents an attempt to disrupt an attack's impact. This can be done via parrying with a weapon or weakening the ether in a spell. This defense is reliable for large area attacks that cannot be braced against. Disruption is calculated as: 7 + [Precision]Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Precision]Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Character Rank] + [Precision x 2]
Quickness
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Quickness
Attribute Quickness is your reflexes and your ability to react quickly to situations.
Affected Stats
Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Quickness]Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 7 + [Quickness]Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
Conviction
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Conviction
Attribute
Affected Stats
Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Conviction]Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Conviction]Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 5 + [Character Rank x 10] + + [Conviction]Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Character Rank] + [Conviction]Heal Value
This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 5 + [Character Rank x 5] + [Conviction]
Intuition
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Intuition
Attribute
Affected Stats
Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Intuition ]Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Intuition ]Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Character Rank] + [Intuition x 2]
Reason
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Reason
Attribute
Affected Stats
Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Reason]Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying, used to defend against illusory effects or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Reason]Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Techniques
Character Creation
Techniques
Knowledge
Training
Exit
Finish
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Techniques
Training
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Techniques
Advancement
Actions
Styles
Character
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Styles
Actions
Styles
Character
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Actions
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can set which styles are currently active on the character, allowing them to be used in the Actions Page. You can set both job styles and general styles. Basic styles are always set.
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
 Build
Pts 0 / 0
 Job
Pts 0 / 0
 Standard
Pts 0 / 0
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Downed
Cannot use Attack or Activity Techniques All defenses -5 No Start of Round Move Charge.
Dying
Lose 10 HP start of round. Death at 0 HP.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Grappled
Determine controller of grapple. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss.
Multiact
All skill checks have +1 Disadvantage.
Restrained
Cannot use the Move Technique. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Move Speed is 0.
Empowered
Add [Power] to your damage. Ends on trigger.
Encumbered
Hasted
Hindered
Immobilized
Impaired
Launched
Paralyzed
Persevering
Prone
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Receptive
Joyful
Saddened
Surprised
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Downed
Cannot use Attack or Activity Techniques All defenses -5 No Start of Round Move Charge.
Dying
Lose 10 HP start of round. Death at 0 HP.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Grappled
Determine controller of grapple. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss.
Multiact
All skill checks have +1 Disadvantage.
Restrained
Cannot use the Move Technique. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Move Speed is 0.
Empowered
Add [Power] to your damage. Ends on trigger.
Encumbered
Hasted
Hindered
Immobilized
Impaired
Launched
Paralyzed
Persevering
Prone
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Receptive
Joyful
Saddened
Surprised
Job Styles
Warrior
Warrior
Warrior
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The art of war is about being the one that survives to the end and the warrior is the embodiment of this. Armed with methods to self sustain and heal, the warrior is a well spring of sustained combat. The warrior is made to be very self sufficient, however it excels most when it can be provided healing. A teammate that can heal the Warrior without spending its resources will see the Warrior staying more effective. Warriors like having a high Body attribute as it increases their HP stat. The Warrior doesn't want for any particular skills however Might will allow it to use its Body attribute to attack as well.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Warrior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Armor increases by 2
Heal Value increases by 10 + [Character Rank x 2]
Fortitude increases by 4 + [Character Rank]
Wild Swing
Reaction ; 1/Round
No Check; One target
Trigger: You deal damage using a melee attack.
You strain your body with your impact, harming both you and your opponent.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Weapon damage
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Second Wind
Swift ; 1/Round
No Check; Self
You take a breath and refocus your senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank x 2] Hit Points
Shrug It Off
Reaction ; 1/Round; 2 EN
No Check
Trigger: You take HP damage.
Even when facing adversity you find your resolve to persevere.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal [Heal Value] + [Character Rank] Hit Points
Warrior's Blockade
Quick ; 1/Round
No Check; Range: 1; One target
Requirements: The target must be engaged with you.
It is never easy to get away from you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's move charge is set to 0.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fast Healing
Reaction ; 1/Round
No Check
Trigger: You have HP damage and receive HP healing.
There's nothing more invigorating than healing.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
Target gains 1 EN
Undaunted
Swift ; 1/Round; 3 EN; 1 Boon
No Check
You ignore the effects of a wound for a short duration, allowing you to persevere in battle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Second Breath
Swift ; 1/Round; 2 EN
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank x 2] Hit Points
,
Guardian
Guardian
Guardian
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Ever on the lookout for their allies, the guardian is a protector and wall. The guardian excels at defense and will throw themselves into the line of danger whenever and wherever their allies are threatened. The guardian's abilities allow it to move across the battlefield to protect allies and take attacks, but its range is often short. The guardian can find itself struggling against ranged attackers so having some way to deal with those is usually helpful for the guardian. Guardians appreciate both a high Body and Precision attribute as the former will raise its HP and some of its techniques require the latter. The guardian will do well with training in the Skirmish skill as its techniques key off of it.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Guardian
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + [Character Rank x 5]
Power is set to 3 + [Character Rank x 2]
Brace increases by 5 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Armor increases by 4
Notice increases by 2 + [Character Rank]
Savior
Reaction ; 1/Round
No Check; Range: 1; One target
Trigger: A character in range is targeted by a melee attack.
You put yourself in harm's way and redirect an attack to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and the triggering defending character free move to each other's spaces and take the attack instead. The defending character may choose to be pushed up to 2 spaces in any direction instead of trading places.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
After the attack completes and if the triggering defending character is adjacent to you, you may trade places with the triggering defending character.
Definitions: Free Move
Free Move
This is a normal move action however it does not allow you to become Engaged until you finish moving.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Savior's Retaliation
Reaction ; 1/Round; 1 EN
Skirmish; Range: 1; One target
Trigger: You use the Savior technique.
You retaliate at the aggressor with a swing of your own.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Power] + 3 Weapon damage
vs. Combat Defense
vs. Combat Defense
Your skill check must meet or exceed the target's Defense value listed. Combat Defense is a character's ability to use all their defenses available to defend themselves in combat. This defense is equal to the highest defense between a character's Brace, Disruption, and Reflex defenses.
2d6 Weapon damage
Guardian's Blockade
Quick ; 1/Round
No Check; Range: 1; One target
Requirements: The target must be engaged with you.
It is never easy to get away from you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's move charge is set to 0.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Savior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of your Savior Technique increases to 1-3.
Intercepting Dash
Reaction ; 1/Round
No Check; Range: 1-3; One target
Trigger: A character moves within the range of this technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You are pulled up to 2 spaces towards the triggering character. You then engage with characters adjacent to you at the end of your movement.
Target gains 1 EN
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Physicalward
Reaction ; 1/Round; 2 EN; 1 Boon
No Check
Trigger: You are the target of an Attack technique but before damage is resolved.
You brace yourself for the incoming attack, becoming energized for future volleys.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Force damage
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Piercing damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Increased Savior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your Savior Technique limit is now 2/Round.
,
Sniper
Sniper
Sniper
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The sniper is a damage focused job that protects itself by keeping its distance. It is known for its accuracy, even allowing it to see through soft cover allowing it to counter those who may try to hide in mist or fog on a battlefield. A Sniper benefits from using techniques from a long range. Styles that allow a sniper to maintain distance are to its benefit. While distance will allow a Sniper some amount of protection, having ways to maintain cover or create it are always beneficial to a Sniper. Snipers like to have a high Precision attribute to allow it to use its Shoot-based techniques accurately. Likewise, a Sniper benefits from having training in the Shoot skill.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniper
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Disruption increases by 5 + [Character Rank]
Guile increases by 4 + [Character Rank]
Move Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Veilbreak Sight
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You receive no penalties when attacking through Soft Cover and you may target creatures using Soft Cover to remain Hidden.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Longshot
Swift ; 1/Round; 1 EN
No Check
You focus your aim for a distant shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You may increase the maximum range of the next Shoot-skill Technique you use by 4.
Pinpoint
Swift ; 1/Round; 1 EN
No Check
You focus your aim for a precise shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next Shoot-skill Technique you use has Armor-Piercing.
Sniper's Aim
Quick ; 1/Round
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next attack you make this turn gains +1 Advantage.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Energy
Reaction ; 1/Round
No Check; Range: 2-10; One target
Trigger: You use an Attack Technique at its maximum range.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] damage
Target gains 1 EN
Deadeye Shot
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 5-10; One target
Item Traits:
Requirements: You must not be Engaged
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's Defense value listed. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 Weapon damage
,
Kineticist
Kineticist
Kineticist
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The kineticist is a highly mobile caster that expertly throws objects and magic. By attacking, the kineticist stores excess ki into their body to release it into a burst of movement. When building a kineticist, try to focus on techniques that will allow them to attack from a short distance or benefit from movement. The kineticist lacks ways to protect themselves so any defensive techniques are likely to help a kineticist. Kineticists tend to benefit from a high Precision attribute. Throw is always helpful to train as it allows a Kineticist to make full use of their abilities.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kineticist
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Disruption increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Move Speed increases by 2
Notice increases by [Precision] + [Character Rank]
Fortitude increases by 2 + [Character Rank]
Kinetic Motion
Reaction
No Check
Trigger: You deal damage to a character.
You build ki with your attacks to rapidly move.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 Move Charge.
Rapid Redraw
Reaction
No Check
Trigger: You throw a light item.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may immediately draw a light weapon that is on your person.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Throw
Reaction
Throw; Range: 2-3; One target
Trigger: An ally makes an Attack on a character.
Item Traits: Light
Light
Item Trait A light item is 10 lbs or less and can easily be moved with one hand.
You infuse a weapon with ki then chuck it at a distracted foe.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Weapon damage
vs. Combat Defense
vs. Combat Defense
Your skill check must meet or exceed the target's Defense value listed. Combat Defense is a character's ability to use all their defenses available to defend themselves in combat. This defense is equal to the highest defense between a character's Brace, Disruption, and Reflex defenses.
1d6 Weapon damage
Kinetic Step
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may move a number of squares equal to your Move Charge. If you choose to move, you then lose all your Move Charge.
Kineticist's Aim
Quick ; 1/Round
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next attack you make this turn gains +1 Advantage.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Rush
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may move a number of squares equal to your Move Charge. If you choose to move, you then lose all your Move Charge.
Target gains 1 EN
Retaliatory Burst
Reaction ; 1/Round
Throw; Burst 3
Trigger: You gain the Engaged status.
You release a burst of ki around you as an enemy approaches.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Character Rank] Force damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ki Volley
Swift ; 1/Round; 2 EN; 1 Boon
Throw; Burst 3
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Force damage
vs. Disruption
vs. Disruption
Your skill check must meet or exceed the target's Defense value listed. Disruption defense represents an attempt to disrupt an attack's impact. This can be done via parrying with a weapon or weakening the ether in a spell. This defense is reliable for large area attacks that cannot be braced against.
1d6 + [Character Rank] Force damage
,
Rogue
Rogue
Rogue
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The rogue is an expert at exploiting distractions and disappearing quickly. Their abilities allow them to strike hard then disappear into hiding again. While the rogue can hide in cover more easily than most, they lack a method to reliably create cover. They pair well with techniques and teammates that can create that cover for them. Rogues, like all athletes, prefer having a high Quickness to gain a lot of movement. Many rogues will find training in Sneak and Finesse skills will be advantageous to their job but aren't necessary to succeed.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rogue
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 5]
Power is set to 3 + [Character Rank x 2]
Disruption increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 4 + [Character Rank]
Move Speed increases by [Quickness]
Evasion increases by 4 + [Character Rank]
Hide increases by 5 + [Character Rank]
Sneak Attack
Swift ; 1/Round
No Check; Range: 1; One target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
You know how to strike subtly and exploit a foe’s distraction.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + [Character Rank] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Disengage
Reaction ; 1/Round
No Check
Trigger: You become engaged to a character.
It's difficult to keep you locked down.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Engaged Status
You may immediately move a number of spaces up to your Move Speed.
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Cover
Reaction ; 1/Round
No Check
Requirements: You enter a space where you can hide.
You find it exceptionally easy to hide.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Target loses the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, forcing saves, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Rogue's Dash
Quick ; 1/Round
No Check; Self
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You roll your Move Potency die to gain Move Charge.
You gain 1 EN
Brawler's Dash
Quick ; 1/Round
No Check; Self
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You roll your Move Potency die to gain Move Charge.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slip Past
Reaction ; 1/Round
No Check
Trigger: You lose the Engaged status.
Nothing more exhilerating than pulling off a quick maneuver.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, your movement does not cause you to gain the Engaged status.
Target gains 1 EN
Assassinate
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; One target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
4d6 + 3 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sneak Attack II
Swift ; 1/Round
No Check; Range: 1; One target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Your sneak attacks are especially dangerous.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 3 Weapon damage
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Brawler
Brawler
Brawler
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The brawler is a fistfighter keen on getting into the fight. They specialize at weakening foes so that they can setup combos for themselves and others - both on their own turns and on their allies' by setting up flanking opportunities. A brawler can reliably inflict its targets with the Hindered status. As such, the brawler pairs well with any techniques that allow the brawler or its teammates to take advantage of the Hindered status. A brawler appreciates both a high Body and Quickness attribute. The former as the Grappling skill keys off of it while Quickness will grant the brawler a lot of move speed. Grappling is a very useful skill for the Brawler as its main techniques require it.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Brawler
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Disruption increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 4 + [Character Rank]
Move Speed increases by [Quickness]
Heal Value increases by 5 + [Character Rank x 5]
Bullet Punch
Swift ; 1/Round
Grappling; Range: 1; One target
You make a quick jab.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's Defense value listed. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Strike
Reaction ; 1/Turn
Grappling; Range: 1; One target
Trigger: An ally uses an Attack on a target and you are also engaged with that target.
You take advantage of a momentary distraction to swing at the foe's flank.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's Defense value listed. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Force damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Dodge
Reaction ; 1/Round
No Check
Trigger: You take HP damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Halve the damage taken.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Step
Reaction ; 1/Round
No Check
Trigger: You inflict the Hindered Condition.
You maneuver into a new position.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may move 1 square.
Target gains 1 EN
Reactive Reposition
Reaction ; 1/Round; 2 EN
Grappling; Range: 1; One target
Trigger: You become Engaged with a character.
Your quick maneuers will find your foes in your position.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's Defense value listed. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
You and the target swap places. After the swap, you may move up to 3 squares.
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Medic
Medic
Medic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The medic is a medical practitioner and expert healer. They provide action efficient healing with Medkits and can remove conditions easily. While the medic can heal with its own techniques, it lacks any kind of range with its skills. Longer range healing or methods to increase their movement can help with this constraint. Medics benefit from having training in the Heal skill as they can provide extra effects with this skill. As such, the Intuition attribute can help bolster their Heal checks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Medic
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by [Conviction x 3] + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Disruption increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Scrutiny increases by 2 + [Character Rank]
Fortitude increases by 4 + [Character Rank]
First Aid
Swift ; 1/Round
Heal; Range: 1; One target
Requirements: You must have access to a Medkit.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Emergency Care
Reaction ; 1/Round; 2 EN
No Check; Range: 1; One target
Trigger: A character takes damage.
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Rapid Treatment
Swift ; 1/Round; 1 EN
Heal; Range: 1; One Target
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Medic's Focus
Quick ; 2/Round
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Medic's Expertise
Reaction
No Check; Range: 1-3; One target
Trigger: You provide HP healing with a technique and the target had HP damage.
Requirements: The target must be the creature you heal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
You gain 1 EN
Benediction
Quick ; 1/Round; 5 EN; 1 Boon
No Check; Range: 1; One target
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 0 + [Accuracy] Hit Points
Target loses all conditions of your choice
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rhapsody
Full ; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; One target
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
,
Scholar
Scholar
Scholar
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A scholar is an expert in information and rational thinking. Their expertise gives them innate advantages when recalling facts. With this knowledge, scholars can use it to back their own arguments. They benefit from techniques that allow them to use the rationalize skill to help convince others of their opinions. Having many Lore Knowledges is always helpful to a scholar. Rationalize is an important skill for scholars that want to use their knowledge in social conflict. Because of these skills, scholars tend to benefit from a high reason attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Scholar
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 5]
Charisma is set to 3 + [Character Rank]
Recall is set to 3 + [Character Rank]
Disruption increases by 4 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by 2 + [Reason] + [Character Rank]
Factual Reasoning
Quick
No Check
You easily back your claims with evidence and research.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Choose a non-General lore that you have ranks in.
Until the end of the conflict, You have +1 advantage on all Rationalize-skill Technique skill checks as long as you can incorporate this lore as part of your use of the technique. It is up to your GM whether you have successfully incorporated a statement.
Each time you use this Technique you may select a new lore. This replaces the previous use of the Technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Eclectic Knowledge
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You have +1 advantage on all Lore Skill checks.
Swift Rebuttal
Reaction ; 1/Round; 1 EN
Rationalize; Range: 1-5; One target
Trigger: A character uses a Deception-skill Technique and succeeds on their check.
Requirements: The target must be the triggering character.
Your quick rebuttal shuts down their attempts at deception.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target instead fails their skill check. Any effects of the technique reliant on passing the skill check fail.
Scholar's Counsel
Quick ; 1/Round
No Check; Range: 1; One target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next skill check the target makes this round gains +1 Advantage.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Teacher
Reaction ; 1/Round
No Check
Trigger: When you've successfully taken advantage of Factual Reasoning to gain its effects.
Your ability to weave in your expertise into conversation is exciting.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
As You May Recall
Reaction ; 1/Day; 1 Boon
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You declare a flashback scene. The scene cannot be more than 1 minute long and having happened no more than a day's time. The scene may show you having prepared for an outcome. This may come in the form of having purchased/acquired a necessary item or having gathered information related to the present.
This flashback must be possible in accordance to established events. The GM may declare you need to perform a skill check to have the scene occur. The GM is the final arbiter of whether a flashback can be established and what the consequences are.
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Tactician
Tactician
Tactician
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Tacticians are masters of controlling a battlefield. Their techniques emphasize positioning and allow them to move their allies and grant them bonus actions. A tactician's techniques require them to be close to their allies with a slight lean towards being in melee so anything to help defend them in this position is helpful. A tactician benefits from training in the Analyze skill as some of its techniques require it to unlock their full potential. As such, tacticians also appreciate a high Reason attribute to bolster their skill to the fullest.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tactician
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by [Character Rank x 5]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Disruption increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Move Speed increases by 1
Planned Movement
Reaction ; 1/Round
No Check; Range: 1; One target
Trigger: A character starts their turn or ends their movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The character may Dash once as a swift action.
Ready For Action
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If you start a conflict with 0 EN, start with 1 EN instead.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Saw That Coming
Reaction
Analyze
Trigger: When initiative is rolled and you are surprised.
It's difficult to surprise you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may participate during the surprise round.
Emergency Positions
Reaction ; 1/Round; 2 EN
No Check; Range: 1-3; One target
Trigger: You become Engaged with a character.
Requirements: The target must be a willing character.
You disengage from combat
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You move up to 3 squares.
Target rolls their Move Potency die to gain Move Charge.
The target may move a number of squares equal to their Move Charge. If they choose to move, they then lose all their Move Charge.
Commanding Action
Quick ; 1/Round
Analyze; Range: 1-3; One Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target rolls their Move Potency die to gain Move Charge.
The target may move a number of squares equal to their Move Charge. If they choose to move, they then lose all their Move Charge.
You allow another character to use a Quick-action Technique.
Tactician's Counsel
Quick ; 1/Round
No Check; Range: 1; One target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next skill check the target makes this round gains +1 Advantage.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Dash
Reaction ; 1/Round
No Check
Trigger: You use a technique that grants another character a Dash.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You free move up to 3 squares.
You gain 1 EN
Definitions: Free Move
Free Move
This is a normal move action however it does not allow you to become Engaged until you finish moving.
Tactical Action
Swift ; 1/Round
No Check; Range: 1-3; One Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
Standard Styles
Charm Unrestrained
Charm Unrestrained
Charm Unrestrained
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Your charm has an unperceptable control over others. Using this skill, you manipulate others to your whims, beguiling them for your desires.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Flatter
Swift ; 1 EN
Charm; Range: 1-5; One target
You drop a well placed compliment.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's Defense value listed. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Appeal
Full
No Check; One target
You draw in their attention and follow up with an earnest request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Intuition ] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Beguile
Full ; 2 EN
Charm; Range: 1-5; One target
You convince them that pleasing you will be enough.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains the influence, "Inspired to help" which is at Low Severity. This influence is removed if the target becomes hostile towards you or the social conflict ends.
Magnetic Charm
Full ; 1 EN
Charm; Range: 1-5; One target
You draw them into your natural charisma.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's Defense value listed. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
The next time your side increases the target's favor, increase it by an additional 4.
Disarming Gaze
Swift ; 1/Round; 1 EN
Charm; Range: 1-5; One target
You form an emotional connection with a look.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's Defense value listed. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
The next Charm skill check you make gains +1 Advantage against this target.
Charming Request
Full
No Check; Range: 1-5; One target
Your appeal is clear so you push forth and make your request immediately.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + 10
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pander
Full ; 3 EN
Charm; Range: 1-5; One target
You play to their desires in an effort to ease them into your own.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains a Request Weakness equal to 3 for your side's next Request check.
Flatter II
Swift ; 1/Round
Charm; Range: 1-5; One target
You easily drop an appropriately placed compliment.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's Defense value listed. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
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Inspiring Presence
Inspiring Presence
Inspiring Presence
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Your words inspire greatness in others and can move people to take action. This style motivates allies out of bad situations and allows one to gain favor quickly through unmatched enthusiasm.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Invigorate
Quick
Inspire; Range: 1-5; One target
You offer inspirational words to inspire another to persevere.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Condition As a swift action, a character with this condition may end it to end one other condition affecting them.
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Insist
Full
No Check; One target
You use your natural charisma to inspire action in another with your genuine request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Conviction] + [Favor]
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Enthusiasm
Quick ; 2 EN
Inspire; Range: 1-5; One target
Requirements: The target must have the Persevering Condition.
You inspire action in another through great enthusiasm, giving them the courage to press on.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Persevering Status
Target loses any condition of your choice
Target gains the Encouraged Status
Definitions: Persevering
Persevering
Condition As a swift action, a character with this condition may end it to end one other condition affecting them.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Meditate
Swift ; 1 EN
No Check; Self
You calm yourself in order to relieve stress.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1d6 + [Charisma] Willpower
Zeal
Full ; 1 EN
Inspire; Range: 1-5; One target
You expressively speak on your convictions and why they matter for this situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Favor by 1d6 + 3
Deepen Connection
Swift
Empathy; Range: 1-5; One target
You ask another a personal question to gauge their true feelings on the subject.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You ask a question of the character as part of this action. If the character has an influence related to the question, you learn whether it is supportive or opposing your question and the severity of the influence.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bravado
Quick ; 4 EN
No Check; Self
Your bravery fuels you, granting you inner strength to press on.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Persevering Status
You gain the Encouraged Status
You gain the Hasted Status
Definitions: Persevering
Persevering
Condition As a swift action, a character with this condition may end it to end one other condition affecting them.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
, Hasted
Hasted
Condition When this character ends their turn the character becomes able to act again in the round without increasing the Multiact penalty. The hasted condition then ends.
Motivational Speech
Full ; 3 EN
Inspire; Burst 5
You expound on the merits of an important subject, inspiring them to your cause.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains the influence, "Inspired to help" which is at Low Severity. This influence is removed if the target becomes hostile towards you or the social conflict ends.
Invigorate II
Swift ; 1/Round
Inspire; Range: 1-5; One target
Your trust in another's ability to persevere can be communicated with a look.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Condition As a swift action, a character with this condition may end it to end one other condition affecting them.
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Deft Negotiator
Deft Negotiator
Deft Negotiator
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
You are well versed in diplomacy and use it to put pressure on others. Using your skills, you can break their will to gain their trust and quickly bring them to the correct decision.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Diplomacy
Full
Rationalize; Range: 1-5; One target
You negotiate politely with another, attempting to put on the pressure of a situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Pressure
Full
Rationalize; Range: 1-5; One target
You force another to confront the gravity of the situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Proposal
Full
No Check; One target
You make a formal request with tact to show your respect of the requestee.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Reason] + [Favor]
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fast Talk
Quick ; 1 EN
Rationalize; Range: 1-5; One target
You overwhelm them with your quick and misleading speech.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Quick Request
Quick
Rationalize; Range: 1-5; One target
You slip in your request as part of your rhetoric.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
Make a request check on the target with 1d6 + 2 + [Favor]
Segue
Swift ; 1/Round; 1 EN
Rationalize; Self
Requirements: You used a Social Technique this turn.
You smoothly transition into your next topic.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain +1 Advantage on your next Social skill check this turn.
Increase Tension
Quick ; 1 EN
Rationalize; Range: 1-5; One target
You cause them to squirm with your words.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Receptive Status
Definitions: Receptive
Receptive
Emotion All persuade checks against the target increase by 4.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Diplomacy II
Full ; 1 EN
Rationalize; Range: 1-5; One target
You negotiate tactfully with another, attempting to put on the pressure of a situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 4 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Final Push
Full ; 3 EN
No Check; Range: 1-5; One target
You make one final request using all of your skill in persuasion to pull it off.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 5
Make a request check on the target with 1d6 + 5 + [Favor]
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Abrasive Wit
Abrasive Wit
Abrasive Wit
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Manipulators rub you the wrong way, especially if they try to use their charms on your or your friends. You use your tongue to stave them off and taunt them into giving up.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Subvert
Full ; 1 EN
No Check; Range: 1-5; One target
You downplay another's efforts to exert charm.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Favor by 1d6 + [Charisma]
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dismiss
Full
Demoralize; Range: 1-5; One target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to manipulate one's beliefs by implying there is reason to doubt them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You lower the severity of an influence on your target.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Indifference
Swift ; 3 EN
No Check; Self
Their words don't really matter.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all emotions of your choice
Spite
Full ; 1 EN
Demoralize; Range: 1-5; One target
You lash out with sharp vitriol.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Angered Status targeted towards the caster
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Ridicule
Full ; 1 EN
Demoralize; Range: 1-5; One target
You belittle them with taunting words.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Unfazed
Reaction ; 1/Round; 2 EN
Demoralize; Range: 1-5; The triggering character
Trigger: You gain favor from a character
Your complete non-reaction to their charms leaves them perplexed.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce the favor gained by 5.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Doubt Status
Definitions: Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Subvert II
Swift ; 1/Round; 2 EN
No Check; Range: 1-5; One target
Your glance is enough for your allies to understand your disapproval.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Favor by 2d6 + [Charisma]
Redirect Anger
Quick ; 1/Round; 1 EN
Charm; Range: 1-5; One target
Requirements: The target must have the Angered emotion.
"Aren't you angry with the wrong person?"
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's Defense value listed. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Target gains the Angered Status targeted towards a character of your choice
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
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Tyrannical Voice
Tyrannical Voice
Tyrannical Voice
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Fear exists everywhere and you will use it to control others. You frighten others into submitting themselves to your demands and if that doesn't work, anger can do just as well.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Threaten
Quick ; 1 EN
Demoralize; Range: 1-5; One target
You invoke fear and panic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Frightened Status targeted towards the caster
Definitions: Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Pressure
Full
Rationalize; Range: 1-5; One target
You force another to confront the gravity of the situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Proposal
Full
No Check; One target
You make a formal request with tact to show your respect of the requestee.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Reason] + [Favor]
Dismiss
Full
Demoralize; Range: 1-5; One target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to manipulate one's beliefs by implying there is reason to doubt them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You lower the severity of an influence on your target.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Taunt
Quick ; 1 EN
Demoralize; Range: 1-5; One target
Your taunts attempt to redirect focus to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Angered Status targeted towards the caster
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Domineer
Quick
No Check; Self
You bolster your intimidating presence.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next time you reduce Willpower this round, decrease it by an additional 5.
Tyrannize
Quick ; 2 EN
Demoralize; Range: 1-5; One target
Requirements: The target must have the Frightened emotion and you are the source.
Fear is so easy to manipulate.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
4d6 Willpower damage
Target gains the Doubt Status
Definitions: Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
Command
Full ; 2 EN
No Check; Range: 1-5; One target
Requirements: The target must have the Frightened emotion and you are the source.
You don't merely request, your words demand attention and submission.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 5
Make a request check on the target with 1d6 + 15
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Threaten II
Quick ; 2 EN
Demoralize; Range: 1-5; One target
You invoke a lot of fear and panic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Frightened Status targeted towards the caster
Definitions: Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Rage
Quick ; 3 EN
No Check; Self
Your fury gives you focus and empowers the harm you can do.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Angered Status targeted towards a character of your choice
You gain the Encouraged Status
You gain the Hasted Status
The next time you reduce Willpower this round, decrease it by an additional 5.
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
, Hasted
Hasted
Condition When this character ends their turn the character becomes able to act again in the round without increasing the Multiact penalty. The hasted condition then ends.
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Calming Empathy
Calming Empathy
Calming Empathy
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
You are calm, cool, and meditative. Its hard to attack your willpower with your tranquil aura. This tranquility even bleeds to others as they find it easy to confide with you.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Tranquility
Quick ; 1 EN
No Check; Self
You calm your mind and release tension.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1d6 + 3 + [Charisma] Willpower
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Appeal
Full
No Check; One target
You draw in their attention and follow up with an earnest request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Intuition ] + [Favor]
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Simple Request
Full
Empathy; Range: 1-5; One target
You make a gentle request to gauge their interest in helping you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
Make a request check on the target with 1d6 + [Favor]
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You learn of one of the target's influences used for the request, it's severity, and whether it supports or opposes your request.
Small Talk
Full
Charm; Range: 1-5; One target
You engage in casual conversation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's Defense value listed. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 1
Guidance
Full ; 1 EN
Charm; Range: 1-5; One target
Requirements: The target must have an influence you can leverage to support your check.
You talk about misconceptions to guide them to your conclusions.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 2
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You raise or lower the severity of an influence on your target.
Mindfulness
Reaction ; 2 EN
Empathy; Self
Trigger: Your Willpower is reduced but before a Will Break triggers.
Everything will be fine if you relax.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + 5 + [Charisma] Willpower
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tranquility II
Swift ; 1/Round; 1 EN
No Check; Self
You quickly calm your mind and release tension.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2d6 + 3 + [Charisma] Willpower
Sympathy
Swift ; 1/Round; 4 EN
Empathy; Range: 1-5; One target
You apologize for all the wasted time.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
Increase target's Patience by 2
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Basic Styles
Basic Action
Basic Action
Basic Action
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Hide
Quick
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Target loses the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, forcing saves, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Mount
Quick
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You climb onto or into an object, usually a vehicle.
Move
Swift
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may move a number of squares equal to your Move Charge. If you choose to move, you then lose all your Move Charge.
Prepare
Quick
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You get ready to take an action at a specific time or when a specific condition is met. You can prepare any other quick action and specify a trigger. Until the start of your next turn, when it is triggered, you can take this action as a reaction.
Interact
Swift ; 2/Round
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
Detect Ether
Quick
Resonance; Range: 1-5; Blast 2
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Detect Creature
Quick
Search; Range: 1-5; One Target
Requirements: Target must be a character you suspect is Hidden.
You try to find a hidden character.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's Defense value listed. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, forcing saves, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Dash
Quick
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You roll your Move Potency die to gain Move Charge.
Style Change
Full ; 1 Boon
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change your equipped Job and Styles.
Overdrive
Swift ; 1/Round; 1 Boon
No Check; Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use one Quick action.
Pass Turn
Full ; 1/Round
No Check; Range: 1-10; One Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
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Basic Attack
Basic Attack
Basic Attack
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Grapple
Quick
Grappling; Range: 1; One Target
You attempt to grapple a character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's Defense value listed. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a free action
Unarmed Strike
Quick
Grappling; Range: 1; One target
You strike at a target with your body such as a fist or a kick.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] Weapon damage
vs. Combat Defense
vs. Combat Defense
Your skill check must meet or exceed the target's Defense value listed. Combat Defense is a character's ability to use all their defenses available to defend themselves in combat. This defense is equal to the highest defense between a character's Brace, Disruption, and Reflex defenses.
1d3 Weapon damage
Basic Strike
Quick
Skirmish; Range: 1; One target
You swing a weapon at a target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Weapon damage
vs. Combat Defense
vs. Combat Defense
Your skill check must meet or exceed the target's Defense value listed. Combat Defense is a character's ability to use all their defenses available to defend themselves in combat. This defense is equal to the highest defense between a character's Brace, Disruption, and Reflex defenses.
1d6 Weapon damage
Throw
Quick
Throw; Range: 2-3; One target
Item Traits: Light
Light
Item Trait A light item is 10 lbs or less and can easily be moved with one hand.
You throw an object at a target. You may choose whether this action deals damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Weapon damage
vs. Combat Defense
vs. Combat Defense
Your skill check must meet or exceed the target's Defense value listed. Combat Defense is a character's ability to use all their defenses available to defend themselves in combat. This defense is equal to the highest defense between a character's Brace, Disruption, and Reflex defenses.
1d6 Weapon damage
Heavy Strike
Full
Might; Range: 1; One target
You swing an object with all your might at a foe.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 3 Weapon damage
vs. Combat Defense
vs. Combat Defense
Your skill check must meet or exceed the target's Defense value listed. Combat Defense is a character's ability to use all their defenses available to defend themselves in combat. This defense is equal to the highest defense between a character's Brace, Disruption, and Reflex defenses.
2d6 Weapon damage
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Basic Maneuver
Basic Maneuver
Basic Maneuver
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Break Free
Quick
Might; Range: 1; One Target
Requirements: You are grappled.
You attempt to end a grapple or restraining effect by breaking the grappler's grip.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's Defense value listed. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a free action
Escape
Quick
Acrobatics; Range: 1; One Target
Requirements: You are grappled.
You attempt to end a grapple or restraining effect by wrigglnig loose.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's Defense value listed. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a free action
Move Silently
Quick
Sneak; Self
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Your movement does not break your hidden status.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You move at least 1 space, up to your Move Speed.
Grab an Edge
Reaction ; 1/Turn
Finesse
Trigger: When you fall off or past an edge or other handhold
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
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Basic Social
Basic Social
Basic Social
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Reassure
Full
Inspire; Range: 1-5; One Target
You offer words of motivation to help another persevere.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Condition As a swift action, a character with this condition may end it to end one other condition affecting them.
Build Favor
Full
Charm; Range: 1-5; One target
You attempt to make a good impression with a specific person.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's Defense value listed. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6
Agitate
Full
Demoralize; Range: 1-5; One target
Your words are designed to anger... Slightly.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's Defense value listed. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break. You can choose to not trigger a technique's will break. When a will break is triggered, the effects listed below occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Emphasize
Full
Rationalize; Range: 1-5; One target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to convince another that a held conviction of theirs is more or less important.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 2
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You raise or lower the severity of an influence on your target.
Request
Full
No Check; Range: 1-5; One target
You make a request of someone, leveraging the favor you've built.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Reduce target's Patience by 1
Make a request check on the target with 1d6 + [Favor]
Sense Motive
Quick ; 1/Round
Empathy; Range: 1-5; One target
Requirements: Choose a recent topic or situation where you've seen the reaction of the target.
You try to gauge how a recent action, something said, or other situation impacted them.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's Defense value listed. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
If the target has an influence related to your topic, it is revealed to you.
Actions
Styles
Character
Chat
Origin
Details
Overview
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Overview
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Downed
Cannot use Attack or Activity Techniques All defenses -5 No Start of Round Move Charge.
Dying
Lose 10 HP start of round. Death at 0 HP.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Grappled
Determine controller of grapple. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss.
Multiact
All skill checks have +1 Disadvantage.
Restrained
Cannot use the Move Technique. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Move Speed is 0.
Empowered
Add [Power] to your damage. Ends on trigger.
Encumbered
Hasted
Hindered
Immobilized
Impaired
Launched
Paralyzed
Persevering
Prone
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Receptive
Joyful
Saddened
Surprised
Character Data
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
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Influences
Influences
Influences are the ideas, goals, and feelings of a character. These influences come through life in various ways from new relationships, opinions, and knowledge. Influence is used to help determine what kind of arguments will affect your character. An influence is usually written as a one line description of an idea or relationship the character has. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. Influences tend to fit into one of four categories: Traits: These are the personality traits of a character. They often define small but significant aspects of a character's personality. ("Is always the most level headed person in the room", "Quick to flirt with anyone attractive", "Duty before fun") Ideals: These are the beliefs and drives of a character. These are typically strong feelings the character maintains and will often change how a character reacts in a situation. ("No one can tell me what to do", "Traditions from my home must always be maintained") Bonds: These are the people a character has connections with. They are most often characters you care about but can also be represented by a group. ("My spouse", "My guildmates") Goals: These are the objectives the character wishes to fulfil. They are often concrete and related to a specific task in the near future. ("I must free the hostages", "I want to kill all the rats in the basement") Most characters will begin play with at least one Trait, Ideal, and Bond. A character can gain or lose influences as their story progresses. This is most often with goals as a character's goals change and fluctuate as they receive information, but is not limited to the other types.
Severity
All Influences are given a severity associated with them. This represents how much of an effect the specific influence has on the character. These severities are Low, Moderate, and High. When a character attempts a request check, their check is modified by any influences the target has that are relevant to the persuasion. An influence in support of the persuasion will add its severity as a bonus to the check. Likewise, an influence that is opposing to a persuasion with add its severity as a penalty. Only the most supportive influence and most opposing influence may affect any one persuasion roll.
Low
A low severity influence is usually notable in the short term and not important to who that character is. These influences can be long term goals but are also often fleeting desires from the moment they are formed. These influences grant 1 advantage or disadvantage on social checks that leverage the influence. They also add or remove 1d6 to an associated request check.
Moderate
A moderate severity influence are typically formed long term and have a hold on the character's convictions and desires. These influences can sway decisions even when tangentially related to a situation. Moderate influences often dicate how the character lives their daily lives. These influences can usually be leveraged to persuade a character to work outside of their self interest and stick their neck out for a greater cause. These influences grant 2 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+5 to an associated request check.
High
High severity influences are the most important beliefs, relationships, and goals of a character. These define who they are as a person, often guiding their behavior in all aspects of their lives. They can persuade a character to take great action that may even alter their own lives. These influences grant 3 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+10 to an associated request check.
Type
Severity
Description
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Go to Advancement
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Experience
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Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 30
To Level: 30
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. In this section you can see how many training points you have gained along with your current PP values. When you are ready, you may also access the training menu which will calculate your current training points and allow you to spend them to learn new knowledge and techniques.
Go to Training
Training Points
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Training Points
Training points are gained through training. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain PP, you gain one Training Point.
Progression
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Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 TP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Resources
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Boons
Boons
Boons are resources that can be called upon in critical moments via powerful techniques. These boons are usually gained by performing acts of self care and motivation. Boons come in three different variations; Boons of Rest, Savor, and Impulse. These three types of boons have different conditions when they become available. Once a boon is gained you cannot gain another boon of that type until that boon is spent or is expired. As such, you can at most have three boons available at a time. When a technique requires that a boon is spent you may choose to spend any boon you currently have available. If none are available you cannot use the technique.
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Rest
Rest
A boon representing restfulness. This boon is usually gained after finishing a night's rest with at least 6 hours of sleep. This boon can only be gained once every 24 hours. This boon is lost after 24 hours without sleep.
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Savor
Savor
A boon for being well fed. This boon is usually gained not just by eating but rather after enjoying a satisfying, well-cooked meal. See the rules of cooking for more information. This boon can only be gained once every 8 hours. This boon is lost after 24 hours of not eating.
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Impulse
Impulse
A boon for feelings of motivation. This boon is usually gained after performing significant acts that are based on the character's influences. A boon of inspiration is lost in times of extreme duress as determined by your GM.
General
Hit Points
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Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 15 + [Character Rank x 15] + + [Body]
Max:
Willpower
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Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 5 + [Character Rank x 10] + + [Conviction]
Max:
Combat
Vitality
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Vitality
Whenever a character is reduced to zero HP, their HP restores to full and they lose one vitality. If the character has no vitality to lose, they instead gain the Downed status. A character that is reduced to zero HP while Downed will gain the Dying status and are under threat of death. Vitality is calculated as: 1
Max:
Healing Surge
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Healing Surge
Healing Surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP. Healing Surge is calculated as: 4
Max:
Social
Favor
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Favor
Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged by opponents to create a more favorable decision for them. When favor is used for an influence check, you add the target's favor value (capped to half of the persuade DC) to your persuasion check. Favor is calculated as: 30
Max:
Status
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Status
Status
Status
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Downed
Downed
Status A downed character is severely injured. You cannot use Attack or Activity Techniques while downed. All defenses are reduced by 5 and they receive no Move Charge at the start of a round.
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Dying
Dying
Status A dying character loses 10 HP at the start of each round. If a character's HP reduces to 0 while dying, the character dies.
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Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
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Ethereal
Ethereal
Status The character is in the spirit realm. If the character has a physical body it is treated as unconscious.
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Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a free action
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Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, forcing saves, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
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Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright, before an attack roll is made. Additionally, Invisible characters can always Hide, even without cover.
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Multiact
Multiact
Status This character is pushing their limits. Each time a character starts their turn in a round after their first one, they gain a rank of Multiact. All skill checks made by the character gain a penalty equal to their Multiact rank.
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Restrained
Restrained
Status Restrained characters cannot make any voluntary movements, although involuntary movements are unaffected. Attacks against this creature gain +1 Advantage. Unless it is otherwise stated, a creature can use the Break Free or Escape techniques against a standard DC to end the status on themselves or an adjacent character.
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Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Conditions
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Aflame
Aflame
Condition The character is on fire. At the start of each round the character takes 1d6 burn damage.
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Chilled
Chilled
Condition The character's move speed is zero.
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Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you in addition add your [Power] to the damage. Once triggered, this condition ends.
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Encumbered
Encumbered
Condition The only movement encumbered characters can make is their standard move, on their own turn they can’t Dash or make any special movement granted by techniques or weapons. A character that gains the Encumbered condition while in the middle of movement may finish their movement granted by the technique normally.
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Hasted
Hasted
Condition When this character ends their turn the character becomes able to act again in the round without increasing the Multiact penalty. The hasted condition then ends.
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Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
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Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
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Impaired
Impaired
Condition Impaired characters receive +1 Disadvantage on all attacks, saves, and skill checks.
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Launched
Launched
Condition The character is thrown into the air. Attacks against a launched target receive +1 Advantage and the creature is moved one extra space whenever they take forced movement. When a character gains advantage from this status the character loses the Launched condition. The creature also loses the Launched condition when they take their turn and at the start of a round.
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Paralyzed
Paralyzed
Condition A paralyzed character must choose between performing a standard move, two quick actions, or a full action on their turn. They cannot perform any other combination of actions on their turn.
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Persevering
Persevering
Condition As a swift action, a character with this condition may end it to end one other condition affecting them.
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Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can remove Prone by standing up instead of taking their standard move, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
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Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
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Stunned
Stunned
Condition A stunned creature can't take actions, can’t move, and can speak only falteringly. The character automatically fails Brace and Reflex saving throws.
Emotions
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Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
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Disgusted
Disgusted
Emotion -
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Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
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Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
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Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
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Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
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Receptive
Receptive
Emotion All persuade checks against the target increase by 4.
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Joyful
Joyful
Emotion -
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Saddened
Saddened
Emotion -
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Surprised
Surprised
Emotion -
Actions
Styles
Character
Chat
Origin
Details
Overview
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Details
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
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Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Downed
Cannot use Attack or Activity Techniques All defenses -5 No Start of Round Move Charge.
Dying
Lose 10 HP start of round. Death at 0 HP.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Grappled
Determine controller of grapple. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss.
Multiact
All skill checks have +1 Disadvantage.
Restrained
Cannot use the Move Technique. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Move Speed is 0.
Empowered
Add [Power] to your damage. Ends on trigger.
Encumbered
Hasted
Hindered
Immobilized
Impaired
Launched
Paralyzed
Persevering
Prone
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Receptive
Joyful
Saddened
Surprised
Attributes
Body
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Body
Attribute
0
Precision
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Precision
Attribute
0
Quickness
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Quickness
Attribute Quickness is your reflexes and your ability to react quickly to situations.
0
Conviction
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Conviction
Attribute
0
Intuition
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Intuition
Attribute
0
Reason
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Reason
Attribute
0
Defense
Brace
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Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Body]
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Fortitude
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Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Body]
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Disruption
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Disruption
Combat Defense Disruption defense represents an attempt to disrupt an attack's impact. This can be done via parrying with a weapon or weakening the ether in a spell. This defense is reliable for large area attacks that cannot be braced against. Disruption is calculated as: 7 + [Precision]
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Hide
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Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Precision]
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Reflex
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Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Quickness]
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Evasion
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Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 7 + [Quickness]
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Sense
Resolve
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Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Conviction]
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Freewill
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Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Conviction]
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Insight
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Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Intuition ]
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Notice
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Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Intuition ]
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Guile
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Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Reason]
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Scrutiny
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Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying, used to defend against illusory effects or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Reason]
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General
Hit Points
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Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 15 + [Character Rank x 15] + + [Body]
0
Willpower
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Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 5 + [Character Rank x 10] + + [Conviction]
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Initiative
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Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
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Recall
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Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
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Power
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Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Character Rank] + [Body x 2]
0
Accuracy
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Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Character Rank] + [Precision x 2]
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Artistry
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Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Character Rank] + [Intuition x 2]
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Charisma
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Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Character Rank] + [Conviction]
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Carrying Capacity
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Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 50 + [Body x 10]
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Combat
Chakra
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Chakra
Chakra is a source of ki within one's own body. As a person gains proficiency with martial and magic techniques, they learn to control more of their chakras. Chakra is calculated as: 2 + [Character Rank]
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Heal Value
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Heal Value
This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 5 + [Character Rank x 5] + [Conviction]
0
Armor
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Armor
Armor reduces up to half of incoming HP damage from a single source by an amount equal to its rating. Armor is typically gained from gear, but techniques can grant armor temporarily. Armor is calculated as: 0
0
Resistance
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Resistance
Resistance reduces damage of specific damage types by a value equal to the resistance's type. The resistance calculation happens after armor is applied.
0
Weakness
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Weakness
Weakness is the opposite of Resistance, increasing damage against you when hit by specific damage types by a value equal to the weakness' type. The weakness calculation happens after armor is applied.
0
Vitality
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Vitality
Whenever a character is reduced to zero HP, their HP restores to full and they lose one vitality. If the character has no vitality to lose, they instead gain the Downed status. A character that is reduced to zero HP while Downed will gain the Dying status and are under threat of death. Vitality is calculated as: 1
0
Healing Surge
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Healing Surge
Healing Surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP. Healing Surge is calculated as: 4
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Move Speed
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Move Speed
Move Speed is the base number of spaces a character is able to move on their turn when they take a standard move action. Move Speed is calculated as: 3
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Move Potency
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Move Potency
Move Potency is sometimes used to determine the maximum number of spaces a character can use in a Dash or the total number of squares in a Max Dash. Move Potency is calculated as: 6
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Skills
Agility
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Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Alchemy
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Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Analyze
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Analyze
Scan Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Build
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Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Channel
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Channel
Cast Channel is an active skill for maintaining concentration on maintaining volatile ether. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Charm
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Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used for persuasion when appealing emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Cook
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Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Deception
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Deception
Cunning Deception is a social skill used to tell convincing lies and hide information. Deception can encompass everything from misleading others through ambiguity to telling outright lies. Deception is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Demoralize
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Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Endurance
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Endurance
Athletics Endurance is an active skill used when an activity requires sustained effort such as climbing, swimming, or flying. It is also often used when a task has been performed for a long time such as long distance running or when lifting or dragging for a prolonged time. Endurance is calculated as: [Body] If trained, add 2 + [Character Rank]
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Empathy
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Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Enchant
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Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Body] If trained, add 2 + [Character Rank]
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Finesse
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Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Grappling
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Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Heal
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Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Inspire
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Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Might
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Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
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Palming
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Palming
Device Palming is a technical skill that represents skill with ones' own hands. It is used for any kind of hand tricks most often to conceal items and objects quickly and discretely. Palming is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Physique
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Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
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Pilot
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Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Rationalize
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Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Resonance
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Resonance
Scan Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Search
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Search
Scan Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Shape
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Shape
Cast Shape is an active skill used to shape dust or other material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Shoot
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Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Skirmish
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Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Sneak
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Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Throw
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Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Tinker
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Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Warding
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Warding
Cast Warding is an active skill for creating defensive magical effects that manipulate ether directly. Warding is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Actions
Styles
Character
Chat
Origin
Details
Overview
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Origin
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Downed
Cannot use Attack or Activity Techniques All defenses -5 No Start of Round Move Charge.
Dying
Lose 10 HP start of round. Death at 0 HP.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Grappled
Determine controller of grapple. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss.
Multiact
All skill checks have +1 Disadvantage.
Restrained
Cannot use the Move Technique. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Move Speed is 0.
Empowered
Add [Power] to your damage. Ends on trigger.
Encumbered
Hasted
Hindered
Immobilized
Impaired
Launched
Paralyzed
Persevering
Prone
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Receptive
Joyful
Saddened
Surprised
Origin
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Origin
Origin
These are the origin details of your character. They make no mechanical differences to your character, however may impact how you roleplay your character.
Sheet Name
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Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Intro Name
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Intro Name
This is the name Display Name will change to when an Introduction call is made
Title
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Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
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Age
This represents how old the character is in years.
Gender
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Gender
The gender the character identifies as.
Background
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Background
This is the background story of your character. Add any details on the character's past here.
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Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Elemental Affinity
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Elemental Affinity
Characters that are able to cast spells have an elemental affinity that ties them to one of the five primary elements. Some techniques require an elemental affinity before they may be taken. Your chosen affinity grants weaknesses and resistances to certain elemental damage types.
Vitality
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Vitality
Whenever a character is reduced to zero HP, their HP restores to full and they lose one vitality. If the character has no vitality to lose, they instead gain the Downed status. A character that is reduced to zero HP while Downed will gain the Dying status and are under threat of death. Vitality is calculated as: 1
Actions
Styles
Character
Chat
Origin
Details
Overview
?
Chat
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Downed
Cannot use Attack or Activity Techniques All defenses -5 No Start of Round Move Charge.
Dying
Lose 10 HP start of round. Death at 0 HP.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Grappled
Determine controller of grapple. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss.
Multiact
All skill checks have +1 Disadvantage.
Restrained
Cannot use the Move Technique. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Move Speed is 0.
Empowered
Add [Power] to your damage. Ends on trigger.
Encumbered
Hasted
Hindered
Immobilized
Impaired
Launched
Paralyzed
Persevering
Prone
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Receptive
Joyful
Saddened
Surprised
Chat
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Outfits
Outfits
You can add in your character art from here to populate your character's emotes. Press the Plus (+) button below to add a new instance of an outfit. From there you can populate the outfit data with emotes.
New Outfit
Outfit Name
Outfit Emotes
 
Default Emote Name
Default Emote URL
 
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Emote URL 2
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Emote URL 3
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Emote URL 4
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Emote URL 29
Emote Name 30
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Language Select
Language Select
Select your language from the options below. This will change how your message is displayed in chat and also show what language you are using.
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Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
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Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
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Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
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Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
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Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
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Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
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Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
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Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
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Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
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Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
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Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
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Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
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Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
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Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
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Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
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Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
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Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
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Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
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Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
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Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
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Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
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Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
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Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
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Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Actions
Styles
Character
Chat
Origin
Details
Overview
?
Options
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Downed
Cannot use Attack or Activity Techniques All defenses -5 No Start of Round Move Charge.
Dying
Lose 10 HP start of round. Death at 0 HP.
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Grappled
Determine controller of grapple. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss.
Multiact
All skill checks have +1 Disadvantage.
Restrained
Cannot use the Move Technique. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Move Speed is 0.
Empowered
Add [Power] to your damage. Ends on trigger.
Encumbered
Hasted
Hindered
Immobilized
Impaired
Launched
Paralyzed
Persevering
Prone
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Receptive
Joyful
Saddened
Surprised
Options
Actions
Styles
Character
?
Gear
Gear
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{{#type-Quick}}
{{/type-Quick}} {{#type-Full}}
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Definitions: {{Def0}}
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{{/Def4}} {{#Def5}} , {{Def5}}
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Traits: {{#Trait0}}
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{{#WpnTrait0}} Weapon Traits:
{{WpnTrait0}} {{WpnTrait0Desc}}
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{{/WpnTrait4}} {{#WpnTrait5}}
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{{/WpnTrait0}} {{#WpnAbility0}}
Abilities: {{#WpnAbility0}}
{{WpnAbility0}} {{WpnAbility0Desc}}
{{/WpnAbility0}} {{#WpnAbility1}}
{{WpnAbility1}} {{WpnAbility1Desc}}
{{/WpnAbility1}} {{#WpnAbility2}}
{{WpnAbility2}} {{WpnAbility2Desc}}
{{/WpnAbility2}} {{#WpnAbility3}}
{{WpnAbility3}} {{WpnAbility3Desc}}
{{/WpnAbility3}} {{#WpnAbility4}}
{{WpnAbility4}} {{WpnAbility4Desc}}
{{/WpnAbility4}} {{#WpnAbility5}}
{{WpnAbility5}} {{WpnAbility5Desc}}
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{{#type-CheckBlock}}
{{#skillRoll}}
{{skillRoll}} {{skillDetails}}
vs.
{{defSkillRoll}} {{defSkillDetails}}
{{/skillRoll}} {{#DamageString}}
Damage: {{DamageString}}
{{/DamageString}} {{#armor}}
Defense Armor: {{armor}}
{{/armor}}
{{/type-CheckBlock}} {{#type-DescBlock}}
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On Hit: {{OnHit}}
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{{Displayname}} {{rname}}
{{#action0}} {{/action0}} {{#action1}} {{/action1}} {{#action2}} {{/action2}} {{#action3}} {{/action3}} {{#actionR}} {{/actionR}} {{#action}} {{action}} {{/action}}
{{#trait0}}
Traits
{{#trait0}}
[{{trait0}}] {{trait0Desc}}
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[{{trait3}}] {{trait3Desc}}
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[{{trait4}}] {{trait4Desc}}
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[{{trait5}}] {{trait5Desc}}
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{{/trait0}} {{#conditionals}} {{#trigger}}
Trigger: {{trigger}}
{{/trigger}} {{#req}}
Requirements: {{req}}
{{/req}} {{#range}}
Range: {{range}} {{#area}}; Area: {{area}}{{/area}} {{#targets}}; Targets: {{targets}}{{/targets}}
{{/range}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{/conditionals}} {{#description}} {{#conditionals}}
{{/conditionals}}
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{{/description}} {{#check}}
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{{#check1}} {{check}}: {{/check1}} {{^check1}} Check: {{/check1}} {{#checkRoll}}{{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} | {{r2}}{{/checkRoll}} {{^checkRoll}}DC {{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} {{/checkRoll}} {{#checkDef}}{{#checkRoll}} vs. {{/checkRoll}}{{checkDef}}{{/checkDef}} {{#check1}}
{{check1}}: {{check1r1}} | {{check1r2}}
{{/check1}} {{#check2}}
{{check2}}: {{check2r1}} | {{check2r2}}
{{/check2}} {{#check3}}
{{check3}}: {{check3r1}} | {{check3r2}}
{{/check3}} {{#check4}}
{{check4}}: {{check4r1}} | {{check4r2}}
{{/check4}} {{#check5}}
{{check5}}: {{check5r1}} | {{check5r2}}
{{/check5}} {{#check6}}
{{check6}}: {{check6r1}} | {{check6r2}}
{{/check6}} {{#check7}}
{{check7}}: {{check7r1}} | {{check7r2}}
{{/check7}} {{#check8}}
{{check8}}: {{check8r1}} | {{check8r2}}
{{/check8}} {{#check9}}
{{check9}}: {{check9r1}} | {{check9r2}}
{{/check9}} {{#check10}}
{{check10}}: {{check10r1}} | {{check10r2}}
{{/check10}} {{#check11}}
{{check11}}: {{check11r1}} | {{check11r2}}
{{/check11}} {{#check12}}
{{check12}}: {{check12r1}} | {{check12r2}}
{{/check12}} {{#check13}}
{{check13}}: {{check13r1}} | {{check13r2}}
{{/check13}} {{#check14}}
{{check14}}: {{check14r1}} | {{check14r2}}
{{/check14}} {{#check15}}
{{check15}}: {{check15r1}} | {{check15r2}}
{{/check15}} {{#check16}}
{{check16}}: {{check16r1}} | {{check16r2}}
{{/check16}} {{#check17}}
{{check17}}: {{check17r1}} | {{check17r2}}
{{/check17}} {{#check18}}
{{check18}}: {{check18r1}} | {{check18r2}}
{{/check18}} {{#check19}}
{{check19}}: {{check19r1}} | {{check19r2}}
{{/check19}} {{#check20}}
{{check20}}: {{check20r1}} | {{check20r2}}
{{/check20}}
{{/check}} {{#results}}
{{#critsuccess}}
Crit Success: {{critsuccess}}
{{/critsuccess}} {{#success}}
Success: {{success}}
{{/success}} {{#failure}}
Failure: {{failure}}
{{/failure}} {{#critfailure}}
Crit Failure: {{critfailure}}
{{/critfailure}} {{/results}} {{#damage}}
Damage
{{#dmg1flag}}
Primary: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{#crit1}}
Crit: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} + {{crit1}}{{#hldmgcrit}} + {{hldmgcrit}}{{/hldmgcrit}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{/crit1}} {{/dmg1flag}} {{#dmg2flag}}
Secondary: {{dmg2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{#crit2}}
Crit: {{dmg2}} + {{crit2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{/crit2}} {{/dmg2flag}} {{/damage}}
 
{{#cutInImg}}
[text]({{image}})
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[text]({{versusImg}})
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{{/damageDetails}} {{/damage}} {{#condition}}
{{condition}}
{{#cond-marked}}{{/cond-marked}} {{#cond-checkmarked}}{{/cond-checkmarked}} {{#cond-crossmarked}}{{/cond-crossmarked}} {{#cond-blinded}}{{/cond-blinded}} {{#cond-charmed}}{{/cond-charmed}} {{#cond-deafened}}{{/cond-deafened}} {{#cond-frightened}}{{/cond-frightened}} {{#cond-grappled}}{{/cond-grappled}} {{#cond-incapacitated}}{{/cond-incapacitated}} {{#cond-invisible}}{{/cond-invisible}} {{#cond-paralyzed}}{{/cond-paralyzed}} {{#cond-poisoned}}{{/cond-poisoned}} {{#cond-prone}}{{/cond-prone}} {{#cond-restrained}}{{/cond-restrained}} {{#cond-staggered}}{{/cond-staggered}} {{#cond-stunned}}{{/cond-stunned}} {{#cond-1}}{{/cond-1}} {{#cond-2}}{{/cond-2}} {{#cond-3}}{{/cond-3}} {{#cond-4}}{{/cond-4}} {{#cond-5}}{{/cond-5}} {{#cond-6}}{{/cond-6}} {{#cond-7}}{{/cond-7}} {{#cond-8}}{{/cond-8}} {{conditionResult}}
{{#conditionDetails}}
{{conditionDetails}}
{{/conditionDetails}} {{/condition}} {{#injury}}
{{injury}}
{{injuryDetails}}
{{/injury}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
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{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
{{message}}
 
{{type}} {{#m0}}
{{m0}} {{d0}} {{/m0}} {{#m1}}
{{m1}} {{d1}} {{/m1}} {{#m2}}
{{m2}} {{d2}} {{/m2}} {{#m3}}
{{m3}} {{d3}} {{/m3}} {{#m4}}
{{m4}} {{d4}} {{/m4}} {{#m5}}
{{m5}} {{d5}} {{/m5}} {{#m6}}
{{m6}} {{d6}} {{/m6}} {{#m7}}
{{m7}} {{d7}} {{/m7}} {{#m8}}
{{m8}} {{d8}} {{/m8}} {{#m9}}
{{m9}} {{d9}} {{/m9}} {{#m10}}
{{m10}} {{d10}} {{/m10}} {{#m11}}
{{m11}} {{d11}} {{/m11}} {{#m12}}
{{m12}} {{d12}} {{/m12}} {{#m13}}
{{m13}} {{d13}} {{/m13}} {{#m14}}
{{m14}} {{d14}} {{/m14}} {{#m15}}
{{m15}} {{d15}} {{/m15}} {{#m16}}
{{m16}} {{d16}} {{/m16}} {{#m17}}
{{m17}} {{d17}} {{/m17}} {{#m18}}
{{m18}} {{d18}} {{/m18}}
 
{{head}}
{{sub}}
{{m}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{location}}
{{area}}
{{time}}
 
[text]({{url}})
{{header}}
{{message}}
{{sub}}
 
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{#chapter}} {{/chapter}}
{{#header}}{{header}}{{/header}}

{{title}}

{{sub}} {{#footer}}{{footer}}{{/footer}}
{{#complete}}
{{/complete}}
{{#chapter}}
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{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
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{{message}}
 
{{message}}
 
{{message}}
 
{{#image}}
{{image}} {{name}}
{{/image}} {{^image}}
{{name}}
{{/image}}
{{content}}